Then theoretically, could you then swap models? Say, creating a Blade
weapon but have interchangeable swords? Ultimately I will need to do
that regardless... no one wants to play with 1 type of sword. Your idea
is very interesting...
Skyler York wrote:
Maybe just make the view model a VPhysics
On 8/16/05, Skyler York [EMAIL PROTECTED] wrote:
Maybe just make the view model a VPhysics object that's attached to
the player at a point and tries to stay oriented forward, and it will
interact naturally with the environment. Just my two cents.
This would rock! What are the limits on
El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió:
On 8/16/05, Skyler York [EMAIL PROTECTED] wrote:
Maybe just make the view model a VPhysics object that's attached to
the player at a point and tries to stay oriented forward, and it will
interact naturally with the environment.
Basically isn't that all carrying around a small physics prop via use is?
Just in that case there's no view model with a hand.
Quoting Tei [EMAIL PROTECTED]:
El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió:
On 8/16/05, Skyler York [EMAIL PROTECTED] wrote:
Maybe just make the view
I am not to the developing stage yet for my weapons, but conceptually,
is it possible that I can use a melee weapon, such as the crowbar, and
have it, instead of a 3 foot-ranged gun, have it hit when it detects a
collision with an object?
--
Kamran A
Get Firefox! Safer, Faster, Better.
That's how it works anyway, I think?
Kamran wrote:
I am not to the developing stage yet for my weapons, but conceptually,
is it possible that I can use a melee weapon, such as the crowbar, and
have it, instead of a 3 foot-ranged gun, have it hit when it detects a
collision with an object?
--
Tom Edwards wrote:
That's how it works anyway, I think?
No, it doesn't actually swing out an arc and only hit things within that
arc. It simply projects a box straight out in the view angle and
whatever is within range gets hit by it.
It wouldn't be too difficult to have the Swing() function
Ah I see, you'd need a box... well, that would suck. I suppose we will
have to live with how melee weapons work now.
Jeffrey botman Broome wrote:
Tom Edwards wrote:
That's how it works anyway, I think?
No, it doesn't actually swing out an arc and only hit things within that
arc. It
Of course what you really need to have for that swinging weapon is for it to
know just where it impacted, and stop swinging at that point. Then play a
clunk impact sound at that point, based on what you hit.
Could one totally get away from the idea of a swing animation and instead
directly
Maybe just make the view model a VPhysics object that's attached to
the player at a point and tries to stay oriented forward, and it will
interact naturally with the environment. Just my two cents.
On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote:
Of course what you really need to have for that
Woo that could be pretty cool. Imagine like a morningstar (ball on chain) as a
physics object. The interaction with the world would theoretically be pretty
nifty. Just don't ask it to work in a multiplayer game w/lag :^)
Quoting Skyler York [EMAIL PROTECTED]:
Maybe just make the view model a
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